Magic:Level: Difference between revisions

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[[Magic:Spell Format]]
[[Magic:Spell Format|Spell Format]]


[[Magic:Spell List|Spell List]]
[[Magic:Spell List|Spell List]]

Revision as of 09:57, 5 March 2006

This is the relative power level of the spell. This entry includes an abbreviation for each class that can cast this spell. The "Level" entry also indicates if a spell is a domain spell and, if so, what its level is.

Class Abbreviations: Brd (bard), Clr (cleric), Drd (druid), Pal (paladin), Rgr (ranger), Sor (sorcerer), Wiz (wizard).


Domains

Clerics can select two domains in which to focus. Each domain grants access to a domain spell at each spell level as well as a special ability.

Air

Granted Powers: Elemental Turning: Able to turn elementals as if they were undead.

Animal

Clerics who take the Animal domain are able summon more powerful allies.

Spells: Hold Animal, Shapechange

Chaos

Spells: Summon Creature IX

Death

Negative Plane Avatar: Able to summon a shadow that scales according to the cleric's level.

Spells: Destruction, Slay Living, Wail of the Banshee

Destruction

Weaken Constructs: Able to damage constructs while using the turn ability.

Spells: Contagion, Harm, Implosion

Earth

Turn Elementals: Able to turn elementals as if they were undead.

Spells: Stoneskin

Evil

Turn Outsiders: Able to turn outsiders as if they were undead

Spells: Protection from Alignment (Good), Summon Creature IX  

Fire

Turn Elementals: Able to turn elementals as if they were undead.

Spells: Resist Elements

Good

Turn Outsider: Able to turn outsiders as if they were undead.

Spells: Aid, Protection from Alignment (Evil), Summon Creature IX

Healing

Empower Healing: The following healing spells are cast as if Empowered by the feat: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds.

Spells: Cure Critical Wounds, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Mass Heal

Knowledge

Extra spells

Spells: Clairaudience and Clairvoyance 

Law

Spells: Summon Creature IX

Luck

Spells: Aid, Entropic Shield, Freedom of Movement, Protection from Elements

Magic

Extra spells

Spells: Dispel Magic, Identify, Protection from Spells

Plant

Turn Vermin: Able to turn vermin as if they were undead.

Spells: Barkskin

Protection

Divine Protection: Available to Clerics of the Protection Domain. The cleric is able to cast an improved form of Sanctuary that sets the save DC at 10 + Chr Modifier + Clerical Level.The effect has a duration of 1 round per caster level + Charisma modifier.

Spells: Mind Blank, Protection from Elements, Sanctuary, Spell Resistance (Spell) 

Strength

Divine Strength: The cleric gains a bonus to Strength equal to 2 +1 per 3 cleric levels. The effect lasts for 5 rounds + Charisma modifier.

Spells: Bull's Strength, Endure Elements, Magic Vestment, Stoneskin

Sun

Exceptional Turning: Add 1d6 to all turning checks to determine the maximum HD of undead turned. Also add 1d4 to the number of undead Hit Dice turned.

Spells: Endure Elements, Searing Light

Travel

Extra spells

Spells: Expeditious Retreat

Trickery

Divine Trickery: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pockets checks equal to 1 per 2 levels. This effect lasts for 5 turns + the cleric's Charisma modifier.

Spells: Confusion, Improved Invisibility

War

Battle Master: The clerics gains a bonus of 1 + 1 per 5 levels to Dexterity, Constitution, Attack Rolls and Damage. As well this bonus modifier is used to grant the cleric damage reduction in the same amount. The effect will last for 5 rounds + charisma modifer.

Spells: Divine Power, Magic Vestment, Magic Weapon

Water

Turn Elementals: Able to turn elementals as if they were undead.

Spells: Horrid Wilting, Ice Storm

Spell Format

Spell List